Designer:Knightmare / Armory:Terren - Lost World

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Lasergunner posted this 01 July 2017

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Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1726
FRIDAY, FEBRUARY 26, 2010
324 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1726]
/files/members/1157/Drakkar

Drakkar Battle Tank -

Custom Level 1 / 3025 Inner Sphere  Tracked 55 Tons
Knightmare Terren - Lost World

Faction Availability


 

VEHICLE CONSTRUCTION REPORT

 

Vehicle: Drakkar Battle Tank

Tech Base: Inner Sphere - Level 1

Chassis Design: Tracked

Vehicle Mass: 55 tons

 

Chasis: DKA-EX2

Engine: 220 Conclave Max I.C.E

Vehicle Movement:

  Cruise Speed: 43.2 km/h

  Flank Speed: 64.8 km/h

Armour Type: Cataphract Heavy Standard

Armament:
1x Serpent's Breath IV Flamer (Vehicle)
1x SunFlash Type 2 Medium Laser
1x Raptor IIB Autocannon/5
Manufacturer:   Kraken Armored Vehicles
   Location:   New Baga, Terren
Communications System:   Kraken LongTalk Mark IIV
Targeting & Tracking System: SureFire O/P IXI

OVERVIEW:
One of the most successful battle tanks in the history of the Conclave armed forces, the Drakkar Battle Tank was designed and built by Kraken Armored Vehicles (a subsidiary of the Maxwell Corporation) in the city-state of New Baga in the early 2820s. An advanced vehicle for the era, the Drakkar was built in great numbers before the incorporation of the TCC and was a key component in New Baga's prosperity before and after the city's entrance into the Conclave. When the Terren Corporate Conclave began its aggressive expansion to acquire new settlements across the north it was brought into conflict with the recently formed and equally powerful Tabriz Alliance. During the hard fought battles between these two Terrian giants the Drakkar was a prominent part of the newly integrated Terren Conclave Army (TCA) and participated in almost every confrontation the TCA made a showing.. A battlefield winner for the TCA, the Drakkar set the design standard for future Terren tanks for the next fifty years and was mimicked by other Leagues around the globe.

CAPABILITITES:
By Inner Sphere standards the Drakkar is not much of a threat to newer combat vehicles or even to the common fusion-powered designs available during the Succession Wars. It was, however, a superb vehicle by Terren standards. When Kraken Armor constructed the Battle Tank in 2821 they built a robust armored vehicle uniquely suited for combat in the more inhospitable regions of Terren's northern continent. All of the tank's systems were built around the vehicle's large 220 Conclave Max turbine engine. A compact and fuel efficient engine system, the 220 Conclave was placed in a readily accessible custom rear cradle. The cradle was designed with a simple bolt system that made swapping the tank's powerpack an easy affair. This significantly eased vehicle maintenance in the field since damaged or destroyed powerpacks could quickly be exchanged for a new one. Throughout the vehicle's long service history there have been countless reports of disabled Drakkar tanks deemed combat ineffective only to have their engines swapped and sent back into the field in only a few hours. Components like the tank's cradle were a key reason for the vehicle's longevity in the field and proved the value of Kraken Armor designs throughout the future Terren Allied City-States.

Another key component to the Drakkar's battlefield success is the Raptor IIB Autocannon. A weapon tailor made for some of Terren's more difficult environments, the automatic loader is supplied with forty rounds of ammunition and was capable of disabling most of its opponents with a few well placed shots. Supporting the autocannon is a SunFlash Medium Laser and rear mounted vehicle flamer to help discourage infantry assaults. The laser in particular was a real surprise for the tank's earliest opponents as energy weapons were rarely seen on combat vehicles because of poor atmospheric conditions and the scarcity of fusion-powered designs.

Protecting the crew and valuable innards of the fifty-five ton vehicle, Kraken Armor layered the Drakkar with nine tons of the best protection the company could afford. In an era when dedicated combat vehicles were still recovering from the chaotic fallout of Terren's self-imposed isolation the Drakkar's armor belt was a welcomed addition greatly appreciated by the tank's crew. Finally, Kraken Armor supplied the tank with almost a full ton of cargo space. At the time of the Drakkar's introduction devoting mass and tonnage to something as frivolous as cargo space on a heavy combat vehicle was considered a waste and was met with intense criticism from top Kraken executives and industry competitors alike. However, Kraken engineers lobbied heavily to retain the cargo space and pointed to the positive responses of the vehicle's test crews and technicians as a reason to keep it. Eventually acquiescing to the demands of their engineers, the Drakkar's critics were unprepared for the overwhelming positive response echoed by regular army crews and surprisingly, army commanders once the tank reached frontline regiments. Drakkar crews loved the ability to bring aboard a few articles of personal baggage and extra tools while tank commanders loved being able to supply their crews with extra food, water and mission supplies. By supplying the tank with additional mission materials (i.e. Food, Water, Tools, etc.) armor commanders also added to the effective operational range of their armor groups as Drakkars helped reduce the size of a regiment's supply and maintenance train. This small addition to the Drakkar's overall construction had perhaps the greatest influence on the vehicle's future use and prompted radical changes in how the TCA supplied their armor units while on campaign.

DEPLOYMENT:
The Drakkar was supplied to every armor formation in the Terren Conclave Army and has been in constant production since its introduction. During the expansionist conflicts of the 2830s a number of Drakkars fell into the hands of Tabrizian and Lavan forces where they were wildly respected for their combat abilities and inspired a whole generation of their own domestic armor designs. However, the Drakkar would have the largest impact not on the politics of the northern leagues, but on the politics of the south. When the Amaris Republic began its aggressive campaign to subjugate the city-states of the south it was their copy of the Drakkar Battle Tank, the Kirya that won them complete control of the southern portion of the northern continent and forced the creation of the Terren Allied City-States.

VARIANTS:
Throughout its 250 year service the Drakkar has inspired almost a dozen different variants. Most of these variants are subtle changes to vehicle's chassis that modify either the tank's weapon or armor package, but the success of the 220 Conclave means that the vehicle's powerplant is rarely touched. By far the vehicle's most wide spread variant is the Drakkar II. This version replaces the original turret mounted Raptor IIB autocannon, Medium Laser and Vehicle Flamer for two SilverTip LRM 10s and a front mounted Shortbow SRM2. The cargo capacity of the Drakkar II is also increased to a full ton. Designed to provide the original Drakkar with missile support, one in three production Drakkars are Mark IIs.

 


Type/Model: Drakkar Battle Tank

Mass: 55 tons

Vehicle Details:   Crits Mass

Internal Structure: 30 0 5.5

Engine: 220 I.C.E 0 20

   Cruise: 4 MP    

   Flank: 6 MP    

Power Amps:   0 0.1

Heat Sinks: 3 0 3

Cockpit and Controls:   0 3

Vehicle Crew: 4 0 0

Turret Equipment:   0 1

 


       

Armor: 144 points Standard 0 9

 

    I.S Armor

  Front: 6 32

  Left / Right: 6 / 6 30 / 30

  Rear: 6 22

  Turret 6 30


Weapons and Equipment: Loc Heat Shots Slots Mass

1 Flamer (Vehicle) Rear 0 20 2 1.5

1 Medium Laser Turret 3 N/A 1 1

1 Autocannon/5 Turret 0 40 2 10

1 Cargo Body 0 N/A 1 0.9

           

Crits and Tons Left:       11 0

 

Vehicle Cost: 886,858 T-Bills

Battle Value: 309

User Reviews

3/3/2010 4  jadedtoxicpixie
Top notch fluff in keeping with a top notch armoury! Design wise, I'm not a fan of energy weapons on ICE vee's, and would rather have seen either two SRM-4s, or two LRM-5s (as the variant suggests ).

Other than that - good, solid MBT!

2/26/2010 4  Spirit
Excellent fluff, although in your case that's a given. MBT's seem to be pretty formulaic on S7 but this one stands out. Lasers on ICE 'vees have always weirded me out a bit, but the unusual weapons and the cargo space give it character.

2/26/2010  Knightmare
Corrected a couple of typos.

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1723
THURSDAY, FEBRUARY 25, 2010
291 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1723]
/files/members/1157/Mutashim

Mutashim Siege Artillery -

Custom Level 1 / 3025 Inner Sphere  Tracked 85 Tons
Knightmare Terren - Lost World

Faction Availability


 

VEHICLE CONSTRUCTION REPORT

 

Vehicle: Mutashim Siege Artillery

Tech Base: Inner Sphere - Level 1

Chassis Design: Tracked

Vehicle Mass: 85 tons

 

Chasis: MutaHeavy 85

Engine: 255 Apollo Turbine 105 I.C.E

Vehicle Movement:

  Cruise Speed: 32.4 km/h

  Flank Speed: 54 km/h

Armour Type: Righteous Shell 4 Standard

Armament:
1x "Holy Word" Siege (Long Tom) Artillery
Artillery Stabilization Gear
Manufacturer:   Maxwell Corporation
   Location:   New Baga, Terren
Communications System:   Maxwell Hardened HICS-11
Targeting & Tracking System: MXC Sure View 3A

OVERVIEW:
The Mutashim Siege Artillery piece is one of the crown jewels of the Terren Corporate Conclave's armed forces. First built in waning days TCC's drive to conquer its neighbors in the 2830s, the Mutashim was built in response to the TCA's terrible showing at the siege of Krak Arak in the Lavan Protectorate. During the siege, Conclave forces were incapable of breaching the city's strong walls and defensive preparations with their available equipment. With the Conclave's remaining forces heavily embroiled in fighting elsewhere the TCA invaders lacked the resources necessary to end the protracted stalemate. When Protectorate relief forces arrived the exhausted TCA soldiers had no choice but to withdrawal. Recognizing the need for a heavy siege artillery piece, Maxwell Corporation, the producers of the TCA's famous Drakkar Battle Tank designed the Mutashim to fulfill the task.

CAPABILITITES:
The 85-ton Mutashim is one of the heaviest vehicles deployed by any of Terren's city-states. A huge, lumbering vehicle, the design was built around the massive "Holy Word" Siege Artillery piece. Usually mounted in heavy static emplacements as part of a city defense suite the "Holy Word" is an extremely capable weapon of war able to level thick city walls in mere minutes and when properly supplied a constant harassment to enemy forces. In an effort to keep the lumbering battle cannon in working order the Mutashim is supplied with a thirty-round internal magazine. To propel the siege cannon to its destination, Maxwell Corporation supplied the vehicle with a heavy Apollo Turbine engine. Despite the engine's weight it can only move the Mutashim at a ponderous rate. However, this is considered sufficient given the Mutashim's mission profile. The vehicle does have one additional piece of equipment of note; the gun stabilization gear. Maxwell's first prototypes suffered from terrible recoil when firing the "Holy Word" cannon and when two of the test vehicles flipped during test firing, the corporation realized they needed to find a solution. Taking a cue from the heavy construction equipment the company produced, Maxwell designed an ingenious gun-stabilization system that held the vehicle in place during firing. The single downside to the entire system is that the vehicle must be in a stationary position to fire. This can prove troublesome and dangerous for Mutashim crews since setting up the artillery piece takes roughly five minutes and leaves the vehicle vulnerable to counter-fire or attack. However, the valuable vehicle is protected from return fire and small arms with six tons of heavy armor. Still, one of the sole complaints leveled at the design in its almost two centuries of service is the vehicle's lack of secondary or supporting weapons. In many instances Mutashims have been faced with enemy forces and left with no means in which to defend themselves. As a result, most Mutashims are assigned generous support assets to protect these valuable weapons of war.

DEPLOYMENT:
Since its introduction in 2842 the Mutashim has been produced and exported in great numbers across the Terren Allied City States. Many Mutashim Artillery Vehicles can be found serving armor regiments across the northern hemisphere. Ironically the largest concentration of the heavy vehicle is not found among Conclave forces. Instead the largest grouping of this venerable design can be found in the hands of the Lavan Protectorate; the sole reason for the vehicle's existence. Within the heavily fortified cities of the Protectorate Mutashims figure prominently in their defensive outer works as well as their domestic armor regiments. The Protectorate capital of Krak Arak even went through the trouble of rebuilding their fortress walls to accomodate passage of the artillery vehicle along its length.

VARIANTS:
There is only a single production variant of the Mutashim Artillery Vehicle. Also produced by the Maxwell Corporation, the Mutashim II is actually a static version of the siege vehicle. Designed for local emplacement, the Mutashim II was built specifically for installation in a city-state. Lacking a drive train and engine, the Mutashim must be shipped via locomotive and moved into position with the aid of large construction or engineering vehicles. As a result the Mutashim II is usually only found in the largest of city-states.

 


Type/Model: Mutashim Siege Artillery

Mass: 85 tons

Vehicle Details:   Crits Mass

Internal Structure: 36 0 8.5

Engine: 255 I.C.E 0 26

   Cruise: 3 MP    

   Flank: 5 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 4.5

Vehicle Crew: 6 0 0

 


       

Armor: 96 points Standard 0 6

 

    I.S Armor

  Front: 9 26

  Left / Right: 9 / 9 25 / 25

  Rear: 9 20

Weapons and Equipment: Loc Heat Shots Slots Mass

1 Long Tom Artillery Body 0 30 2 36

1 Stabilization Gear Body 0 N/A 1 4

           

Crits and Tons Left:       19 0

 

Vehicle Cost: 2,020,312 T-Bills

Battle Value: 346

User Reviews

2/26/2010 5  Molossian Dog
As always i got to tip my hat towards your awesome fluff. That you "wasted" tons on the stabilization gear makes this thing appealing to me. The vehicle and its stationary "variant" reminded me of the Maxim Gorky II. I cant get the report out of my head that describes its "duell" with the rail artillery.

2/26/2010 5  jadedtoxicpixie
Great stuff - nice arty piece, excellent fluff, and what looks like an interesting background! I'll have a thorough read of the armoury

Also, great piccy

2/25/2010 5  Spirit
Love the Pic, and great fluff. More, I say! Why does thing remind me of Gustav? Make it run on railway tracks.

2/25/2010  Knightmare
Built using the old Vehicle Construction Forge, so the BV and some other values might be off...

@Spirit - Damn, you're right. I need to make a note of that in the fluff.

 

Lasergunner posted this 01 July 2017

SOLARIS7: VEHICLE TECHNICAL READOUT: ARCHIVE ID #1730
MONDAY, MARCH 15, 2010
314 DOWNLOADS
[http://www.solaris7.com/TRO/Vehicle/VehicleInfo.asp?ID=1730]
/files/members/1157/Zafir

Zafir II Heavy Tank 

Custom Level 1 / 3025 Inner Sphere  Tracked 90 Tons
Knightmare Terren - Lost World

Faction Availability


 

VEHICLE CONSTRUCTION REPORT

 

Vehicle: Zafir II Heavy Tank

Tech Base: Inner Sphere - Level 1

Chassis Design: Tracked

Vehicle Mass: 90 tons

Production Year: 2906

 

Chasis: ZFT-HBT Standard

Engine: 270 Desert Drive Heavy I.C.E Powerpack

Vehicle Movement:

  Cruise Speed: 32.4 km/h

  Flank Speed: 54 km/h

Armour Type: Republican Tortoise 6 Standard

Armament:
2x Trident Arms Series XIII Autocannon/10
2x Republican Armorwerks Type LRM 5
1x Communication Equipment
Manufacturer:   Republican Armorwerks
   Location:   Shahpur, Terren
Communications System:   United Republican S HICS-03
Targeting & Tracking System: Aqrab Series VI

OVERVIEW:
The Zafir II Heavy Tank is an integral part of the Amaris Republic’s martial strength and played a major role in fomenting popular support for a successful bid to build the United Amaris Confederacy. A terror on the battlefields of the Terren, the Zafir Heavy Tank was the visible will of the Confederacy’s early years. The Amaris Republic (AR) was born in 2841 and was the last major league to see the light of a Terren day but has had perhaps, the most profound impact on Terren as a whole. Where the leagues of the far north were content to squabble amongst themselves for land and resources, the Amaris Republic set its sights much higher – complete dominion over all Terren beneath the waving blue shark banner of House Amaris. Born in the city of Shahpur's conquest of its neighbors, the early Amaris Republic was forged with an expansionist, imperialist agenda benefit of its Republican Army founders and latent nobility that drove it to expand its borders mercilessly.

Lacking the mineral and technological resources of the Corporate Collective or the religious zealotry of the Tabriz Alliance, Republican society has relied on and profited from its reliance on self-interest, greed and personal responsibility. Deceit, manipulation and good old fashioned backstabbing are the corner stones of Republican politics. But there is also an insatiable belief in Republican superiority and personal honor that counter-balances the worst excesses of Republican society and directs the energy of most citizens to pursue activities that enrich both themselves and their nation. Republican corporations and manufacturers tend to act accordingly within their society’s Darwinian-inspired marketplace. In particular, this trend can be found in the small military market, where competition for production contracts is highly sought after for monetary enrichment and prestige. Here corporate acts of espionage, bribes and acts of vandalism are accepted facts of doing business in the Republican military-industrial complex. Although here the trends are more pronounced then elsewhere, they have in turn produced combat equipment found on Terren like no other.

Built upon the shoulders of martial prowess and military strength the conquered or converted city-states of the Republic were constantly searching for new means in which to further their goals of conquest. First introduced in 2906, the Zafir II Heavy Tank is a product of this chaotic, yet effective system of Republican production and a cornerstone of the Amaris Republic’s armed forces. Sadly for the Republic’s many enemies, the vehicle also readily compliments the Republican’s penchant for punishing failure and disobedience.

CAPABILITITES:
The 90 ton Zafir II is a monster combat vehicle by Terren standards. One of the heaviest tanks to see standard production on Terren, the tank is the most prolific heavy tank in the Republican Army. Built and (rumored to be mostly) designed by the Republic’s premier military manufacturer – Republican Armorwerks – the Zafir II is a terror on the battlefields of the northern continent. Every noteworthy feature found on the battle tank was designed to instill dread in the hearts and minds of the Republic’s enemies. Centerpiece to the tank’s success is undoubtedly the tank’s Trident Arms Series XIII AC/10s. Reliable and deadly designs, the Zafir II mounts two of these battle cannons, fed by 30 rounds of ammunition, within the vehicle’s large turret. Supported by two smaller LRM 5 launchers, the Zafir II is a capable direct and indirect fire tank. Although ponderous and slow by Inner Sphere standards, the tank’s enormous Desert Drive Powerpack is still capable of keeping the assault vehicle apace with most Republican infantry and vehicle advances on the battlefield. Two sets of tracks were also provided to help disperse the immense weight of the tank over Terren’s difficult desert terrain. Although not entirely successful (tank crews must be extremely wary of shifting sand and the Blight-region of Terren) the Zafir II is able to travel on the Republic’s few bridges and traverse most of Terren’s most difficult terrain. Protecting the important innards of the tank and its six crewmen is a twelve ton shell of Republican Tortoise heavy armor. Another notable feature of the heavy tank is the Zafir’s trademark ram. Although not a ram in the truest sense of the word, Republican designers wanted to provide the tank with a visible weapon of fear. They added additional pieces of shaped armor to create the armored prowl of the Zafir II, which can quite literally roll over or crush the Republic’s opponents. But the tank is far from the perfect war machine Republican propaganda has made it out to be. Critics of the design (and the Republic’s enemies) have noted the vehicle’s lack of secondary and anti-infantry weaponry, a fact that has cost the Republican army an enormous number of these tanks over the years. Despite calls for a better protected main battle tank, Republican Armorwerks has so far been successful in silencing or bribing the Republican High Command from pushing the issue or replacing the vehicle.

DEPLOYMENT:
The Zafir II Heavy Tank has seen extensive deployment in the Republican Army, the United Amaris Confederacy Army and even light export to the Babylonian Confederacy for over a century. Although found in smaller numbers outside of the Republican Army, within the Republic the Zafir II can be found in almost every major and minor armor unit. Throughout the vehicle’s lengthy service with the Amaris military hundreds of these venerable vehicles have been lost in combat or to accidents. But despite the proliferation or salvageable vehicles, the tank is well known as the most visible symbol of the Republic’s might. This makes the Zafir II universally despised by the other super powers of Terren and is therefore rarely salvaged by them. As a result the few Zafirs not in UAC hands can be found among the dozens of independent or semi-independent homesteader communities that ring the periphery of Terren’s deserts. Claimed by no one, these dilapidated vehicles are used almost exclusively for defense against the predations of desert bandits or worse. Little more than stationary turrets in most cases, these Zafirs are almost worshipped for the deadly capabilities of their Trident Autocannons.

VARIANTS:
The Zafir II Heavy Tank is not the first Republican vehicle to use the Zafir name. The first Zafir Heavy Tank – introduced in 2875 – ten years after the formation of the Republic came first. A full 10 tons lighter than the Zafir II, the original battle tank maintained the Zafir II’s twin autocannon and LRM armament but suffered from a problematic powerpack and a significant reduction in armor protection. Still considered a successful design by Terren standards, the first Zafirs was instrumental in uniting the Republican city-states and establishing the dominance of the Republican Army in the region. With the introduction of the Zafir II three decades later, the earlier design was quietly cannibalized as new replacements became available, regulated to the UAC military or sold to the Babylonian Confederacy after the alliance. Today the few surviving examples of the older Zafirs can be found in the hands of Republican militia units and the odd homestead community.

BATTLE HISTORY:
The Zafir II and Zafir Heavy Tanks have a long and glorious battle history while serving the Republican Army. The Zafir Heavy served well during the Confederation War and was one of the chief reasons why the conflicted ended as abruptly as it began. After a dominating showing in the Battle of Khyber Pass, the Babylonian Confederacy sued for peace and joined the newly formed United Amaris Confederacy. In the aftermath of the Confederation War, during the years after the creation of the UAC but not before the southern regions were totally pacified, there remained large swaths of territory that nominally fell beneath the purview of the UAC but in reality was under the sway of no one. Long a problem area for the Babylonian Confederacy these regions were havens for outcasts fleeing the major powers of the south. Punctuated by a low intensity guerilla war that dragged on for over two decades and cost the new UAC thousands of its soldiers is a part of Republican history rarely regaled or remembered with gusto. Towards the end of the conflict, UAC forces became bogged down in the Ishmael Swamps and Oman Plains region. Here, the rough and difficult terrain allowed rebel forces to negate the heavy firepower of the Republic’s Zafir Heavy Tanks. Many Zafir crews lost their lives to guerilla assaults after they became mired or incapacitated in swampy terrain. Eventually victory was secured with the introduction of the Kirya, a copy of the TCC's Drakkar combat tank to tip the scales in their favor and by the end of 2897, the entire southern portion of the northern continent was under UAC control. It was the Zafir’s showing in the pacification of the south that prompted Republican Armorwerks to later produce the newer Zafir II.

During the Legacy War of 2948 Zafir II tanks were used with devastating effect when clashing against Lavan Protectorate forces in the Great Imrier Desert. In the open, unconfined spaces of the Great Imrier, Republican Zafir II tanks were able to use their deadly Trident AC/10s to destroy hundreds of lighter and faster Lavan HoverTanks from semi-prepared positions. Although many Zafirs were destroyed by Lavan infantry units or VTOLs if improperly supported, they still provided the UAC with a significant edge in the war’s early battles until Tabrizian and Collective military forces could be brought to bear.

 


Type/Model: Zafir II Heavy Tank

Mass: 90 tons

Vehicle Details:   Crits Mass

Internal Structure: 45 0 9

Engine: 270 I.C.E 0 29

   Cruise: 3 MP    

   Flank: 5 MP    

Heat Sinks: 0 0 0

Cockpit and Controls:   0 4.5

Vehicle Crew: 6 0 0

Turret Equipment:   0 3

 


       

Armor: 192 points Standard 0 12

 

    I.S Armor

  Front: 9 50

  Left / Right: 9 / 9 35 / 35

  Rear: 9 32

  Turret 9 40


Weapons and Equipment: Loc Heat Shots Slots Mass

2 Autocannon/10 Turret 0 30 3 27

2 LRM 5 Turret 0 24 3 5

1 Light Communication Equipment Body 0 N/A 1 0.5

           

Crits and Tons Left:       16 0

 

Vehicle Cost: 2,247,700 T-Bills

Battle Value: 595

User Reviews

3/17/2010  jadedtoxicpixie
Great Succession Wars era assault tank, and lovely fluff - I especially like that you didn't lampshade or hand wave away the vulnerabilities, either!

3/16/2010 5  Samak
Probably the best fluffed vehicle I have ever seen. On top of that twin AC/10s need I say great job.

3/16/2010 5  Molossian Dog
Fluff, design, immersion in terrenian history...check.

Knightmare,i got to say i hate you.

What i mean is ... no.

I just hate you so much.

3/16/2010  Knightmare
Note to self - remember to explain the additional communication equipment...

 

Lasergunner posted this 02 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13251
TUESDAY, MARCH 09, 2010
292 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13251]
/files/members/1157/ICE_Mecha_Master

Marduk MRD-2C

Custom Level 1 / 2750 Age of War/Star League [Era Specific] Inner Sphere  Biped 55 Tons
Knightmare Terren - Lost World

Faction Availability


Marduk MRD-2C

Rules Level: Era Specific

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2844

Earliest Production Year: 2843

Extinct By: Never


Chassis: MRD-XI Standard

Power Plant: Metals Republican Pusher X165 I.C.E. Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Cataphract Heavy Standard Armor

Armament:

     1 "Farslayer" PPC

     2 Vix Special LRM-5s

Manufacturer: Maxwell Corporation

     Primary Factory: New Baga, Terren

Communications System: Kraken LongTalk Mark IIIV

Targeting and Tracking System: SureFire O/P IXIa


Overview
Unique as one of the first of Terren’s homegrown BattleMech designs and the earliest production BattleMech to see anything approaching standard production since the end of the Amaris Coup, the MRD-2C Marduk represents the ingenuity of the Terren Leagues and the never ending cycle of violence plaguing the lost world.

When the settlements of Terren began to coalesce from a collection of squabbling city-states into large unified leagues the successors and subordinates of the original local corporations established one of the strongest and most robust leagues under the aegis of the Terren Corporate Collective (TCC) deep in the northern hemisphere. Motivated by internal crisis and a rabid desire to protect their remaining mercantile and production assets, the Collective (or Conclave as it is sometimes known) would evolve into an aggressive capitalist nation run by big business. An expansionist power that saw great opportunity as the naked violence of the Burning began to wind down, the TCC boldly moved to acquire settlements and territory across the north. This coordinated land grab brought the Collective into conflict with the Tabriz Alliance, a nation that defended its land with fanatical zealotry. Despite being well outfitted with the best gear Terren’s remaining arms manufacturers could provide and the largest contingent of BattleMechs on the planet, the TCC military was largely untested as a single functional military command and suffered accordingly. Throughout the bloody conflict Collective forces would suffer unnecessarily from damaging breaks in its chain of command and simple communication foul ups. Some of the TCC’s worst losses were a result of miscommunication, including the debilitating loss at the Battle of Masheed Crossing in 2841. What started out as a simple skirmish between armor patrols quickly degenerated into a massive assault that would end with the largest fusion-powered BattleMech battle in Terren history. When the radioactive dust around Masheed Crossing finally settled over one-half of Terren’s remaining BattleMechs were irrevocably destroyed and Terren warfare was fundamentally changed. Thereafter the use and role of BattleMechs in Terren warfare would be regulated to a support role or defensive role. Real offensive operations would be conducted by armor and infantry.


Capabilities
A natural outgrowth of the devastating losses suffered at Masheed Crossing, the Marduk was the Collective’s answer to the gradual extinction of the standard BattleMech and was designed to return a microcosm of fear back into the Collective’s armed forces. Although crude by modern design standards the Marduk is an effective war machine in Terren’s unique environment and proved to be a valuable asset to the Collective’s growing arsenal.

Built around a robust fifty-five ton frame, the Marduk was named for the Babylonian god of myth and was another nod to the ‘Mech’s intended role; to lord over the Terren battlefield. Of course the BattleMech’s Terren-design and construction basically defines this machine as a crude BattleMech more akin to an upgraded Inner Sphere IndustrialMech powered by an equally crude but effective ICE engine. In the Marduk’s case, the Maxwell Metals Republican Pusher X165 ICE is a robust, if limited power plant. Weighing almost a fourth of the Marduk’s available tonnage the X165 is only capable of moving the ‘Mech a paltry 53 km/h – barely enough to keep pace with most of the Collective’s heavy armor and a distinct disadvantage in open terrain. However, Maxwell Corporation was able to showcase a number of distinct production assets made manifest in their showing on the Marduk. First and foremost is the extremely dangerous “Farslayer” PPC. An extravagant weapon by Terren standards the PPC has been a headache and a blessing for the Marduk since its debut in 2844. One of the most feared weapons on Terren, the Farslayer PPC is capable of frying and knocking out armored vehicles with a single shot. The azure bolt is well known to inspire fear in opposing troops and has been a fixture of Collective assaults since its introduction. This fantastic performance comes with a cost however. The weapon is extremely fickle to maintain and operate in Terren’s vast desert regions and often suffers mechanical failures far in excess compared to more conventional weapons. Despite the weapon’s shortcomings or perhaps because of them, the Collective deemed the weapon a perfect compliment to their newest war machine.

In addition to the PPC, Maxwell Corporation supplied the Marduk with twin LRM 5 launchers in a unique shoulder mount. Installed in a special hydraulic actuated hinge mount the LRM launchers can be fired from either a standard position or raised towards the ‘Mech’s centerline to gain an additional height advantage. Although strange by Inner Sphere standards it is important to remember that most Terren city-states feature some sort of defensive wall in their construction. The hinge LRM mount allow Marduk BattleMechs to fire safely from behind a defensive wall with the aid of a spotter without exposing their torso or cockpit to return fire.

For protection the Marduk is supplied with 9.5 tons of standard armor and ten heat sinks to help dissipate the heat generated by moving and firing the Farslayer PPC.


Battle History
Since the ‘Mech’s introduction in 2844 the Marduk has seen conflict across Terren and continues to play a prominent role in the Collective’s armed forces despite being eclipsed by newer designs. When the Terran Hegemony’s Mackie made short work of its first Kuritan Tank Company and sent shock waves throughout the Inner Sphere the Marduk did much the same on Terren when the ‘Mech made its combat debut during one of the innumerable border skirmishes between the Collective and Tabriz Alliance along their constantly fluctuating border. A single lance of Marduks (the entire first production rune) supported by a few platoons of infantry was able to destroy almost a full battalion of Tabrizian armor and support elements when a Tabriz probe penetrated deep into TCC territory. Shock of a new ‘Mech and the power of the Farslayer PPC sent the Alliance reeling and allowed the Collective to secure their border for a number of decades.

Riding high on the power of their new design and economic might the Collective ignored the growing super power to the south. In their hubris the Collective believed that they could challenge the United Amaris Confederacy independently of the Tabriz Alliance or the Lavan Protectorate. Confident in their Marduk BattleMechs and Drakkar Tanks the TCC boldly entered into conflict with the new UAC in the brief but damaging Rogue Trader War of 2899-2900. Soundly defeated by the Confederacy the TCC lost control of valuable mining operations in the Sabalan region of the Meccan Desert and was forced to enter into alliance with its neighboring leagues. Although the Marduk performed reasonably well during the war a combination of terrain, technical failures and the UAC’s Kirya Heavy Tank negated the stopping power of the Farslayer PPC.


Deployment
The bulk of MRD-2C Marduks in service today are in the hands of the Collective military, but over the centuries a fair number of these machines have fallen into the hands of the Collective’s enemies and can be found across the planet. However, most of these salvaged machines lack the maintenance heavy PPC and instead feature a conventional autocannon or another LRM launcher in its place. By far the largest concentration of salvaged Marduks can be found in the hands of the United Amaris Confederacy and surprisingly, among the many nomad tribes of Terren’s deserts who occasionally find wrecked Marduks among the dunes. Typically stripped of all but their most basic components these nomad ‘Mechs are often used to scout new water sources, protect convoys and to carry baggage for these large extended family groups as they transverse Terren's endless deserts.

Known Variants
It should be noted that early production models were built without an ejection seat when it was found that the ‘Mech’s LRM mount would lock in its overhead position and fatally obscure the pilot’s ejection trajectory. When Maxwell designers were incapable of offering a solution they simply shifted the Marduk’s cockpit assembly closer to the opposite shoulder. Although the change would necessitate some pilots to compensate how they drove the machine it afforded the required solution to the troublesome ejection seat.

There is only a single production variant of the Marduk. The Maxwell MRD-3C strips the troublesome Farslayer PPC in favor of turning the ‘Mech into a dedicated missile boat. Designed for a support role, the Marduk’s torso mounted LRM 5s were enlarged and replaced with twin LRM 10 launchers and two tons of ammunition. Supporting the LRMs is a small arm mounted SRM 4 that is usually loaded with volatile inferno SRMs which 3C pilots use to create fires to mask their presence or facilitate an escape. An unpopular variant with Collective Mechwarriors, the MRD-3Cs larger LRM launchers recreated the design’s original safety fault and has once again forced the removal of the ‘Mech’s ejection seat.


Design Notes
The BattleMech image was drawn by Mecha Master - David White


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 2,668,178 T-Bills

BV2: 962 Tech Rating/Era Availability: D/C-C-C


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 165 I.C.E. Engine 12.00

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 10 - Single (6 in engine) 10.00

Heat Sink Locations: 2 LT, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Power Amplifiers: 1.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 23

Center Torso (rear):   6

R/L Torso: 13 19

R/L Torso (rear):   5

R/L Arm: 9 14

R/L Leg: 13 19

 

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

2 LRM-5s LT 4 2 4.00

@LRM-5 (24)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 10

3 1 2 2 0 2 0 Structure: 5  

Special Abilities: SRCH, EE, ES, SOA, IF 1

 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Design Updated on 3/27/2010 8:24:21 AM

3/10/2010 5  Molossian Dog
I start to dislike you Knightmare, i really do. My reason is envy.

A wonderful nod to real life military actions (the escalation at Masheed Crossing), the convincing story of technological decline, even the special LRM mount that exemplifies how a machine of war is specalized to its intended field of use -all great, plausible and immersive points. Additionally your whole Terren storyline has this trace of MadMax in it without loosing its BattleTech-ness. Besides "Rogue Trader War"? I chuckled at this.

You know what? I will stop reviewing your stuff and just slap a 5 on everything i see from your work.

3/10/2010 5  LostInSpace
Awesome work on the machine and fluff, great start to the 'Mechs in your armory. If I may suggest a variant, one that replaces the LRM-5s with SRM-4s, turning it into more of a front-line combatant. As-is, it will do very well in a supporting and defensive role.

3/10/2010 5  Vidar
Fun fun Fun, I like this mech becauseof its wonderful flaws

3/10/2010  Ice Hellion
An interesting idea, a good fluff (and picture).

I cannot wait to see more of your new armoury.

Great job.

3/10/2010 5  Samak
I like it. ICE 'Mechs may be against the rules now, but sometimes they just fit. I am impressed that you managed to get a PPC onto it, that sold me. I might switch out one of the LRMs and a ton of armor for a SRM-4 but that is it.

Fluff wise, awesome job, although we should expect that. Keep them coming

3/10/2010  Knightmare
@Donteras - We were discussing that on the S7 / CBT forum. I know the definitive ruling but for fluff purposes I just couldn't resist. =)

As usual these machines will be flawed somehow. Nothing built should be perfect. In this case, it's some crucial tech that's dictating the show. On other designs it'll be the price tag calling the shots.

3/10/2010 5  Headhunter
Intwestin' design, definately creative

3/9/2010  Donteras
Another little quibble would be that battlemechs may only use fusion engines. If you want to go 100% by the rules you gotta give it an industrial structure or a fusion engine.

Other than that and the minimum range issue this TRO is top notch. Excellent fluff and pic. The 'mech itself is so-so. It does not have enough heat capacity to fire its long range weapons and it has no short range weapons. Considering the lack of resources, tho, it's reasonable.

3/9/2010 5  Warhawk
Absolutely incredible fluff and the image is just plain awesome as well.

Great firepower for an ICE 'Mech, especially since they usually only mount ballistic weaponry and just don't have the sting of the PPC.

Only real quibble is the minimum range on the two weapons.

 

Lasergunner posted this 03 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13251
TUESDAY, MARCH 09, 2010
292 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13251]
/files/members/1157/ICE_Mecha_Master

Marduk MRD-2C

Custom Level 1 / 2750 Age of War/Star League [Era Specific] Inner Sphere  Biped 55 Tons
Knightmare Terren - Lost World

Faction Availability


Marduk MRD-2C

Rules Level: Era Specific

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2844

Earliest Production Year: 2843

Extinct By: Never


Chassis: MRD-XI Standard

Power Plant: Metals Republican Pusher X165 I.C.E. Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Cataphract Heavy Standard Armor

Armament:

     1 "Farslayer" PPC

     2 Vix Special LRM-5s

Manufacturer: Maxwell Corporation

     Primary Factory: New Baga, Terren

Communications System: Kraken LongTalk Mark IIIV

Targeting and Tracking System: SureFire O/P IXIa


Overview
Unique as one of the first of Terren’s homegrown BattleMech designs and the earliest production BattleMech to see anything approaching standard production since the end of the Amaris Coup, the MRD-2C Marduk represents the ingenuity of the Terren Leagues and the never ending cycle of violence plaguing the lost world.

When the settlements of Terren began to coalesce from a collection of squabbling city-states into large unified leagues the successors and subordinates of the original local corporations established one of the strongest and most robust leagues under the aegis of the Terren Corporate Collective (TCC) deep in the northern hemisphere. Motivated by internal crisis and a rabid desire to protect their remaining mercantile and production assets, the Collective (or Conclave as it is sometimes known) would evolve into an aggressive capitalist nation run by big business. An expansionist power that saw great opportunity as the naked violence of the Burning began to wind down, the TCC boldly moved to acquire settlements and territory across the north. This coordinated land grab brought the Collective into conflict with the Tabriz Alliance, a nation that defended its land with fanatical zealotry. Despite being well outfitted with the best gear Terren’s remaining arms manufacturers could provide and the largest contingent of BattleMechs on the planet, the TCC military was largely untested as a single functional military command and suffered accordingly. Throughout the bloody conflict Collective forces would suffer unnecessarily from damaging breaks in its chain of command and simple communication foul ups. Some of the TCC’s worst losses were a result of miscommunication, including the debilitating loss at the Battle of Masheed Crossing in 2841. What started out as a simple skirmish between armor patrols quickly degenerated into a massive assault that would end with the largest fusion-powered BattleMech battle in Terren history. When the radioactive dust around Masheed Crossing finally settled over one-half of Terren’s remaining BattleMechs were irrevocably destroyed and Terren warfare was fundamentally changed. Thereafter the use and role of BattleMechs in Terren warfare would be regulated to a support role or defensive role. Real offensive operations would be conducted by armor and infantry.


Capabilities
A natural outgrowth of the devastating losses suffered at Masheed Crossing, the Marduk was the Collective’s answer to the gradual extinction of the standard BattleMech and was designed to return a microcosm of fear back into the Collective’s armed forces. Although crude by modern design standards the Marduk is an effective war machine in Terren’s unique environment and proved to be a valuable asset to the Collective’s growing arsenal.

Built around a robust fifty-five ton frame, the Marduk was named for the Babylonian god of myth and was another nod to the ‘Mech’s intended role; to lord over the Terren battlefield. Of course the BattleMech’s Terren-design and construction basically defines this machine as a crude BattleMech more akin to an upgraded Inner Sphere IndustrialMech powered by an equally crude but effective ICE engine. In the Marduk’s case, the Maxwell Metals Republican Pusher X165 ICE is a robust, if limited power plant. Weighing almost a fourth of the Marduk’s available tonnage the X165 is only capable of moving the ‘Mech a paltry 53 km/h – barely enough to keep pace with most of the Collective’s heavy armor and a distinct disadvantage in open terrain. However, Maxwell Corporation was able to showcase a number of distinct production assets made manifest in their showing on the Marduk. First and foremost is the extremely dangerous “Farslayer” PPC. An extravagant weapon by Terren standards the PPC has been a headache and a blessing for the Marduk since its debut in 2844. One of the most feared weapons on Terren, the Farslayer PPC is capable of frying and knocking out armored vehicles with a single shot. The azure bolt is well known to inspire fear in opposing troops and has been a fixture of Collective assaults since its introduction. This fantastic performance comes with a cost however. The weapon is extremely fickle to maintain and operate in Terren’s vast desert regions and often suffers mechanical failures far in excess compared to more conventional weapons. Despite the weapon’s shortcomings or perhaps because of them, the Collective deemed the weapon a perfect compliment to their newest war machine.

In addition to the PPC, Maxwell Corporation supplied the Marduk with twin LRM 5 launchers in a unique shoulder mount. Installed in a special hydraulic actuated hinge mount the LRM launchers can be fired from either a standard position or raised towards the ‘Mech’s centerline to gain an additional height advantage. Although strange by Inner Sphere standards it is important to remember that most Terren city-states feature some sort of defensive wall in their construction. The hinge LRM mount allow Marduk BattleMechs to fire safely from behind a defensive wall with the aid of a spotter without exposing their torso or cockpit to return fire.

For protection the Marduk is supplied with 9.5 tons of standard armor and ten heat sinks to help dissipate the heat generated by moving and firing the Farslayer PPC.


Battle History
Since the ‘Mech’s introduction in 2844 the Marduk has seen conflict across Terren and continues to play a prominent role in the Collective’s armed forces despite being eclipsed by newer designs. When the Terran Hegemony’s Mackie made short work of its first Kuritan Tank Company and sent shock waves throughout the Inner Sphere the Marduk did much the same on Terren when the ‘Mech made its combat debut during one of the innumerable border skirmishes between the Collective and Tabriz Alliance along their constantly fluctuating border. A single lance of Marduks (the entire first production rune) supported by a few platoons of infantry was able to destroy almost a full battalion of Tabrizian armor and support elements when a Tabriz probe penetrated deep into TCC territory. Shock of a new ‘Mech and the power of the Farslayer PPC sent the Alliance reeling and allowed the Collective to secure their border for a number of decades.

Riding high on the power of their new design and economic might the Collective ignored the growing super power to the south. In their hubris the Collective believed that they could challenge the United Amaris Confederacy independently of the Tabriz Alliance or the Lavan Protectorate. Confident in their Marduk BattleMechs and Drakkar Tanks the TCC boldly entered into conflict with the new UAC in the brief but damaging Rogue Trader War of 2899-2900. Soundly defeated by the Confederacy the TCC lost control of valuable mining operations in the Sabalan region of the Meccan Desert and was forced to enter into alliance with its neighboring leagues. Although the Marduk performed reasonably well during the war a combination of terrain, technical failures and the UAC’s Kirya Heavy Tank negated the stopping power of the Farslayer PPC.


Deployment
The bulk of MRD-2C Marduks in service today are in the hands of the Collective military, but over the centuries a fair number of these machines have fallen into the hands of the Collective’s enemies and can be found across the planet. However, most of these salvaged machines lack the maintenance heavy PPC and instead feature a conventional autocannon or another LRM launcher in its place. By far the largest concentration of salvaged Marduks can be found in the hands of the United Amaris Confederacy and surprisingly, among the many nomad tribes of Terren’s deserts who occasionally find wrecked Marduks among the dunes. Typically stripped of all but their most basic components these nomad ‘Mechs are often used to scout new water sources, protect convoys and to carry baggage for these large extended family groups as they transverse Terren's endless deserts.

Known Variants
It should be noted that early production models were built without an ejection seat when it was found that the ‘Mech’s LRM mount would lock in its overhead position and fatally obscure the pilot’s ejection trajectory. When Maxwell designers were incapable of offering a solution they simply shifted the Marduk’s cockpit assembly closer to the opposite shoulder. Although the change would necessitate some pilots to compensate how they drove the machine it afforded the required solution to the troublesome ejection seat.

There is only a single production variant of the Marduk. The Maxwell MRD-3C strips the troublesome Farslayer PPC in favor of turning the ‘Mech into a dedicated missile boat. Designed for a support role, the Marduk’s torso mounted LRM 5s were enlarged and replaced with twin LRM 10 launchers and two tons of ammunition. Supporting the LRMs is a small arm mounted SRM 4 that is usually loaded with volatile inferno SRMs which 3C pilots use to create fires to mask their presence or facilitate an escape. An unpopular variant with Collective Mechwarriors, the MRD-3Cs larger LRM launchers recreated the design’s original safety fault and has once again forced the removal of the ‘Mech’s ejection seat.


Design Notes
The BattleMech image was drawn by Mecha Master - David White


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 2,668,178 T-Bills

BV2: 962 Tech Rating/Era Availability: D/C-C-C


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 165 I.C.E. Engine 12.00

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 10 - Single (6 in engine) 10.00

Heat Sink Locations: 2 LT, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Power Amplifiers: 1.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 23

Center Torso (rear):   6

R/L Torso: 13 19

R/L Torso (rear):   5

R/L Arm: 9 14

R/L Leg: 13 19

 

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

2 LRM-5s LT 4 2 4.00

@LRM-5 (24)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 10

3 1 2 2 0 2 0 Structure: 5  

Special Abilities: SRCH, EE, ES, SOA, IF 1

 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Design Updated on 3/27/2010 8:24:21 AM

3/10/2010 5  Molossian Dog
I start to dislike you Knightmare, i really do. My reason is envy.

A wonderful nod to real life military actions (the escalation at Masheed Crossing), the convincing story of technological decline, even the special LRM mount that exemplifies how a machine of war is specalized to its intended field of use -all great, plausible and immersive points. Additionally your whole Terren storyline has this trace of MadMax in it without loosing its BattleTech-ness. Besides "Rogue Trader War"? I chuckled at this.

You know what? I will stop reviewing your stuff and just slap a 5 on everything i see from your work.

3/10/2010 5  LostInSpace
Awesome work on the machine and fluff, great start to the 'Mechs in your armory. If I may suggest a variant, one that replaces the LRM-5s with SRM-4s, turning it into more of a front-line combatant. As-is, it will do very well in a supporting and defensive role.

3/10/2010 5  Vidar
Fun fun Fun, I like this mech becauseof its wonderful flaws

3/10/2010  Ice Hellion
An interesting idea, a good fluff (and picture).

I cannot wait to see more of your new armoury.

Great job.

3/10/2010 5  Samak
I like it. ICE 'Mechs may be against the rules now, but sometimes they just fit. I am impressed that you managed to get a PPC onto it, that sold me. I might switch out one of the LRMs and a ton of armor for a SRM-4 but that is it.

Fluff wise, awesome job, although we should expect that. Keep them coming

3/10/2010  Knightmare
@Donteras - We were discussing that on the S7 / CBT forum. I know the definitive ruling but for fluff purposes I just couldn't resist. =)

As usual these machines will be flawed somehow. Nothing built should be perfect. In this case, it's some crucial tech that's dictating the show. On other designs it'll be the price tag calling the shots.

3/10/2010 5  Headhunter
Intwestin' design, definately creative

3/9/2010  Donteras
Another little quibble would be that battlemechs may only use fusion engines. If you want to go 100% by the rules you gotta give it an industrial structure or a fusion engine.

Other than that and the minimum range issue this TRO is top notch. Excellent fluff and pic. The 'mech itself is so-so. It does not have enough heat capacity to fire its long range weapons and it has no short range weapons. Considering the lack of resources, tho, it's reasonable.

3/9/2010 5  Warhawk
Absolutely incredible fluff and the image is just plain awesome as well.

Great firepower for an ICE 'Mech, especially since they usually only mount ballistic weaponry and just don't have the sting of the PPC.

Only real quibble is the minimum range on the two weapons.

 

Lasergunner posted this 15 July 2017

SOLARIS7: BATTLEMECH TECHNICAL READOUT: ARCHIVE ID #13251
TUESDAY, MARCH 09, 2010
292 DOWNLOADS
[http://www.solaris7.com/TRO/HTMLBattleMech/BattlemechInfo.asp?ID=13251]
/files/members/1157/ICE_Mecha_Master

Marduk MRD-2C

Custom Level 1 / 2750 Age of War/Star League [Era Specific] Inner Sphere  Biped 55 Tons
Knightmare Terren - Lost World

Faction Availability


Marduk MRD-2C

Rules Level: Era Specific

Technology Base: Inner Sphere

Chassis Config: Biped

Production Year: 2844

Earliest Production Year: 2843

Extinct By: Never


Chassis: MRD-XI Standard

Power Plant: Metals Republican Pusher X165 I.C.E. Engine

Cruising Speed: 32.25 km/h

Maximum Speed: 53.75 km/h

Jump Jets: None

     Jump Capacity: 0 meters

Armor: Cataphract Heavy Standard Armor

Armament:

     1 "Farslayer" PPC

     2 Vix Special LRM-5s

Manufacturer: Maxwell Corporation

     Primary Factory: New Baga, Terren

Communications System: Kraken LongTalk Mark IIIV

Targeting and Tracking System: SureFire O/P IXIa


Overview
Unique as one of the first of Terren’s homegrown BattleMech designs and the earliest production BattleMech to see anything approaching standard production since the end of the Amaris Coup, the MRD-2C Marduk represents the ingenuity of the Terren Leagues and the never ending cycle of violence plaguing the lost world.

When the settlements of Terren began to coalesce from a collection of squabbling city-states into large unified leagues the successors and subordinates of the original local corporations established one of the strongest and most robust leagues under the aegis of the Terren Corporate Collective (TCC) deep in the northern hemisphere. Motivated by internal crisis and a rabid desire to protect their remaining mercantile and production assets, the Collective (or Conclave as it is sometimes known) would evolve into an aggressive capitalist nation run by big business. An expansionist power that saw great opportunity as the naked violence of the Burning began to wind down, the TCC boldly moved to acquire settlements and territory across the north. This coordinated land grab brought the Collective into conflict with the Tabriz Alliance, a nation that defended its land with fanatical zealotry. Despite being well outfitted with the best gear Terren’s remaining arms manufacturers could provide and the largest contingent of BattleMechs on the planet, the TCC military was largely untested as a single functional military command and suffered accordingly. Throughout the bloody conflict Collective forces would suffer unnecessarily from damaging breaks in its chain of command and simple communication foul ups. Some of the TCC’s worst losses were a result of miscommunication, including the debilitating loss at the Battle of Masheed Crossing in 2841. What started out as a simple skirmish between armor patrols quickly degenerated into a massive assault that would end with the largest fusion-powered BattleMech battle in Terren history. When the radioactive dust around Masheed Crossing finally settled over one-half of Terren’s remaining BattleMechs were irrevocably destroyed and Terren warfare was fundamentally changed. Thereafter the use and role of BattleMechs in Terren warfare would be regulated to a support role or defensive role. Real offensive operations would be conducted by armor and infantry.


Capabilities
A natural outgrowth of the devastating losses suffered at Masheed Crossing, the Marduk was the Collective’s answer to the gradual extinction of the standard BattleMech and was designed to return a microcosm of fear back into the Collective’s armed forces. Although crude by modern design standards the Marduk is an effective war machine in Terren’s unique environment and proved to be a valuable asset to the Collective’s growing arsenal.

Built around a robust fifty-five ton frame, the Marduk was named for the Babylonian god of myth and was another nod to the ‘Mech’s intended role; to lord over the Terren battlefield. Of course the BattleMech’s Terren-design and construction basically defines this machine as a crude BattleMech more akin to an upgraded Inner Sphere IndustrialMech powered by an equally crude but effective ICE engine. In the Marduk’s case, the Maxwell Metals Republican Pusher X165 ICE is a robust, if limited power plant. Weighing almost a fourth of the Marduk’s available tonnage the X165 is only capable of moving the ‘Mech a paltry 53 km/h – barely enough to keep pace with most of the Collective’s heavy armor and a distinct disadvantage in open terrain. However, Maxwell Corporation was able to showcase a number of distinct production assets made manifest in their showing on the Marduk. First and foremost is the extremely dangerous “Farslayer” PPC. An extravagant weapon by Terren standards the PPC has been a headache and a blessing for the Marduk since its debut in 2844. One of the most feared weapons on Terren, the Farslayer PPC is capable of frying and knocking out armored vehicles with a single shot. The azure bolt is well known to inspire fear in opposing troops and has been a fixture of Collective assaults since its introduction. This fantastic performance comes with a cost however. The weapon is extremely fickle to maintain and operate in Terren’s vast desert regions and often suffers mechanical failures far in excess compared to more conventional weapons. Despite the weapon’s shortcomings or perhaps because of them, the Collective deemed the weapon a perfect compliment to their newest war machine.

In addition to the PPC, Maxwell Corporation supplied the Marduk with twin LRM 5 launchers in a unique shoulder mount. Installed in a special hydraulic actuated hinge mount the LRM launchers can be fired from either a standard position or raised towards the ‘Mech’s centerline to gain an additional height advantage. Although strange by Inner Sphere standards it is important to remember that most Terren city-states feature some sort of defensive wall in their construction. The hinge LRM mount allow Marduk BattleMechs to fire safely from behind a defensive wall with the aid of a spotter without exposing their torso or cockpit to return fire.

For protection the Marduk is supplied with 9.5 tons of standard armor and ten heat sinks to help dissipate the heat generated by moving and firing the Farslayer PPC.


Battle History
Since the ‘Mech’s introduction in 2844 the Marduk has seen conflict across Terren and continues to play a prominent role in the Collective’s armed forces despite being eclipsed by newer designs. When the Terran Hegemony’s Mackie made short work of its first Kuritan Tank Company and sent shock waves throughout the Inner Sphere the Marduk did much the same on Terren when the ‘Mech made its combat debut during one of the innumerable border skirmishes between the Collective and Tabriz Alliance along their constantly fluctuating border. A single lance of Marduks (the entire first production rune) supported by a few platoons of infantry was able to destroy almost a full battalion of Tabrizian armor and support elements when a Tabriz probe penetrated deep into TCC territory. Shock of a new ‘Mech and the power of the Farslayer PPC sent the Alliance reeling and allowed the Collective to secure their border for a number of decades.

Riding high on the power of their new design and economic might the Collective ignored the growing super power to the south. In their hubris the Collective believed that they could challenge the United Amaris Confederacy independently of the Tabriz Alliance or the Lavan Protectorate. Confident in their Marduk BattleMechs and Drakkar Tanks the TCC boldly entered into conflict with the new UAC in the brief but damaging Rogue Trader War of 2899-2900. Soundly defeated by the Confederacy the TCC lost control of valuable mining operations in the Sabalan region of the Meccan Desert and was forced to enter into alliance with its neighboring leagues. Although the Marduk performed reasonably well during the war a combination of terrain, technical failures and the UAC’s Kirya Heavy Tank negated the stopping power of the Farslayer PPC.


Deployment
The bulk of MRD-2C Marduks in service today are in the hands of the Collective military, but over the centuries a fair number of these machines have fallen into the hands of the Collective’s enemies and can be found across the planet. However, most of these salvaged machines lack the maintenance heavy PPC and instead feature a conventional autocannon or another LRM launcher in its place. By far the largest concentration of salvaged Marduks can be found in the hands of the United Amaris Confederacy and surprisingly, among the many nomad tribes of Terren’s deserts who occasionally find wrecked Marduks among the dunes. Typically stripped of all but their most basic components these nomad ‘Mechs are often used to scout new water sources, protect convoys and to carry baggage for these large extended family groups as they transverse Terren's endless deserts.

Known Variants
It should be noted that early production models were built without an ejection seat when it was found that the ‘Mech’s LRM mount would lock in its overhead position and fatally obscure the pilot’s ejection trajectory. When Maxwell designers were incapable of offering a solution they simply shifted the Marduk’s cockpit assembly closer to the opposite shoulder. Although the change would necessitate some pilots to compensate how they drove the machine it afforded the required solution to the troublesome ejection seat.

There is only a single production variant of the Marduk. The Maxwell MRD-3C strips the troublesome Farslayer PPC in favor of turning the ‘Mech into a dedicated missile boat. Designed for a support role, the Marduk’s torso mounted LRM 5s were enlarged and replaced with twin LRM 10 launchers and two tons of ammunition. Supporting the LRMs is a small arm mounted SRM 4 that is usually loaded with volatile inferno SRMs which 3C pilots use to create fires to mask their presence or facilitate an escape. An unpopular variant with Collective Mechwarriors, the MRD-3Cs larger LRM launchers recreated the design’s original safety fault and has once again forced the removal of the ‘Mech’s ejection seat.


Design Notes
The BattleMech image was drawn by Mecha Master - David White


Technology Base: Inner Sphere 55.00 tons

Chassis Config: Biped Cost: 2,668,178 T-Bills

BV2: 962 Tech Rating/Era Availability: D/C-C-C


Equipment     Mass

Internal Structure: Standard 5.50

Engine: 165 I.C.E. Engine 12.00

Walking MP: 3

Running MP: 5

Jumping MP: 0

Heat Sinks: 10 - Single (6 in engine) 10.00

Heat Sink Locations: 2 LT, 2 RA

Gyro: Standard 2.00

Cockpit: Standard 3.00

Power Amplifiers: 1.00

Actuators: L: SH+UA+LA+H    R: SH+UA+LA+H

Armor: 152 points - Standard Armor 9.50

 

  Internal Armor

  Structure Factor

Head: 3 9

Center Torso: 18 23

Center Torso (rear):   6

R/L Torso: 13 19

R/L Torso (rear):   5

R/L Arm: 9 14

R/L Leg: 13 19

 

Weapons and Ammo Location Heat Criticals Tonnage

PPC RA 10 3 7.00

2 LRM-5s LT 4 2 4.00

@LRM-5 (24)

LT

1 1.00


BattleForce Statistics

MV S (+0) M (+2) L (+4) E (+6) Wt. OV Armor: 5 Points: 10

3 1 2 2 0 2 0 Structure: 5  

Special Abilities: SRCH, EE, ES, SOA, IF 1

 

Created using Solaris Skunk Werks
Downloadable here

User Reviews

Design Updated on 3/27/2010 8:24:21 AM

3/10/2010 5  Molossian Dog
I start to dislike you Knightmare, i really do. My reason is envy.

A wonderful nod to real life military actions (the escalation at Masheed Crossing), the convincing story of technological decline, even the special LRM mount that exemplifies how a machine of war is specalized to its intended field of use -all great, plausible and immersive points. Additionally your whole Terren storyline has this trace of MadMax in it without loosing its BattleTech-ness. Besides "Rogue Trader War"? I chuckled at this.

You know what? I will stop reviewing your stuff and just slap a 5 on everything i see from your work.

3/10/2010 5  LostInSpace
Awesome work on the machine and fluff, great start to the 'Mechs in your armory. If I may suggest a variant, one that replaces the LRM-5s with SRM-4s, turning it into more of a front-line combatant. As-is, it will do very well in a supporting and defensive role.

3/10/2010 5  Vidar
Fun fun Fun, I like this mech becauseof its wonderful flaws

3/10/2010  Ice Hellion
An interesting idea, a good fluff (and picture).

I cannot wait to see more of your new armoury.

Great job.

3/10/2010 5  Samak
I like it. ICE 'Mechs may be against the rules now, but sometimes they just fit. I am impressed that you managed to get a PPC onto it, that sold me. I might switch out one of the LRMs and a ton of armor for a SRM-4 but that is it.

Fluff wise, awesome job, although we should expect that. Keep them coming

3/10/2010  Knightmare
@Donteras - We were discussing that on the S7 / CBT forum. I know the definitive ruling but for fluff purposes I just couldn't resist. =)

As usual these machines will be flawed somehow. Nothing built should be perfect. In this case, it's some crucial tech that's dictating the show. On other designs it'll be the price tag calling the shots.

3/10/2010 5  Headhunter
Intwestin' design, definately creative

3/9/2010  Donteras
Another little quibble would be that battlemechs may only use fusion engines. If you want to go 100% by the rules you gotta give it an industrial structure or a fusion engine.

Other than that and the minimum range issue this TRO is top notch. Excellent fluff and pic. The 'mech itself is so-so. It does not have enough heat capacity to fire its long range weapons and it has no short range weapons. Considering the lack of resources, tho, it's reasonable.

3/9/2010 5  Warhawk
Absolutely incredible fluff and the image is just plain awesome as well.

Great firepower for an ICE 'Mech, especially since they usually only mount ballistic weaponry and just don't have the sting of the PPC.

Only real quibble is the minimum range on the two weapons.

 

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